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Privacy

Updated 15 September 2026

Keeping the game running

We may record aggregate technical measurements such as server memory use, processing time, update counts, storage sizes and failures to improve reliability and control hosting costs. These monitoring summaries do not include nicknames, room codes, chat, cards, reconnect tokens or IP addresses. They are stored in private hosting logs, whose retention depends on the hosting configuration.

Play with a nickname

You don’t need to give us your real name. Your nickname, seat, public moves and chat are visible to other players in your room. Keep private information out of chat.

What we remember

We use your connection identifier, room details, cards and moves to run the game. Your browser tab stores your nickname, seat and a private reconnect token, plus mute and sound preferences. The server uses the token to restore your seat; don’t share it. Closing the tab normally clears this storage, though browser restoration can behave differently.

Room data

Hosted games use shared Redis storage for room progress, private hands, reconnect tokens and up to 100 chat messages per room. Local development without Redis uses memory instead. Disconnected lobby seats become available after two minutes; an interrupted connection may first take up to about 90 seconds to be recognized. Cleanup is checked when rooms are accessed. Rooms expire about 15 minutes after being marked empty, or two hours without game or chat activity. Temporary delivery buffers also contain game updates; they are size-limited and scheduled for age cleanup. Hosting and storage-provider backups and logs may have separate retention, which must be reviewed before launch. Clearing browser data doesn’t delete server data. Mute hides messages only on your screen; it does not remove them from the room. There is no report-collection system.

Abuse prevention

We process connection addresses to limit spam and excessive requests. Short-lived keyed hashes and request counters use shared Redis storage when configured and otherwise local memory, with counters expiring within about two minutes; active connections also retain their network address while connected. These identifiers are not used for advertising. Shared networks may share a limit. Repeated invalid requests can disconnect a player.

Ads and tracking

No analytics or advertising service is currently integrated. We’ll update these notes and provide any required privacy choices before adding one. Hosting and network logging still need review before public launch.